- Jan 13, 2020
i would be wary of the term, "targets 60 fps" which could mean dips to 40
the Analyse is going to be a bloodbath.My super uneducated, totally amateur, pulling shit out my ass guess is:
PS5 and XsX will render at around 1200p-1440p and upscale to 4k for RT/60
XsS will render around 720p and upscale to 1080p for 4k/RT
Regardless, I am sure it will look amazing on all platforms. PC vs XsX/PS5 comparison will be interesting.
Runs at 60 FPS with RT on Series S.
Wow... And some people thought having RT acceleration in such a weak console would be a bad thing lol
vrs in other games gained like less than 10% performance
Uh how what? Lighting on console mostly runs at low buffer (1/4 of resolution) from...always?
Reconstructing 4k from 1080p renderer and using all low details like Control. This is a game that maxed out at Real 4k barelly reaches 60 on a 3090. It runs significantly worse on AMD hardware like a 6800XT. The new consoles being so weak for what they want to achieve (RT and 4k), there no chance for what they say
Some games more, some games less. Dependson the VRS implementation. I believe DF demonstrated that Wolfenstein: Youngblood makes great use of VRS (decent performance gain, no real impact to visuals) while other games (Gears Tactics) had less than stellar VRS.
I believe these devs will squeeze everything they can to make it look and perform as best as possible
Let's hope they fix the low resolution textures. They really stick out like a sore thumb to me and drag the overall quality down a lot. More polish and attention to detail!
If Series S with RT can do 60fps then PCs with RTX 2080S/3060 Ti/3070 should comfortably be able to do 120+fps at identical settings + RT WITHOUT even needing DLSS.
Right. I expected them to limit the light bounce but the way Alex talked about it, it sounded like they would be doing far more than that.But reflections are just light bouncing off surfaces?
If they can be lower resolution obviously the global illumination can be lower resolution.
You do know full GI would fire literally unlimited number of rays and they would bounce until all the light lost its energy to be calculated "correctly" because how much light per second do you think hits a surface...........not even offline renderers use unlimited samples.
The number of rays and bounces would control the resolution of the GI.
Two different levels of GI.
Wait, are you telling me lighting on consoles runs at a lower resolution than on PC games? Genuinely curious. I had no idea. Lighting in PC games looks identical to me.Uh how what? Lighting on console mostly runs at low buffer (1/4 of resolution) from...always?
I actually suspect they are using Sampler Feedback Streaming too. Otherwise I have no idea how they can possibly squeeze it all into SS memory bandwidth
Yes. Most of times as other graphic effects. Well on pc depending, you can chose in the graphic setting. If I'm not wrong however raytracing GI hardly is full framebuffer even on pc. I'm quite surprised about your shock. That's notorious.Right. I expected them to limit the light bounce but the way Alex talked about it, it sounded like they would be doing far more than that.
Wait, are you telling me lighting on consoles runs at a lower resolution than on PC games? Genuinely curious. I had no idea. Lighting in PC games looks identical to me.
What I can say for sure now is PlayStation 5 and Xbox Series X currently run our code at about the same performance and resolution.As for the NV 3000-series, they are not comparable, they are in different leagues in regards to RT performance. AMD’s hybrid raytracing approach is inherently different in capability, particularly for divergent rays. On the plus side, it is more flexible, and there are myriad (probably not discovered yet) approaches to tailor it to specific needs, which is always a good thing for consoles and ultimately console gamers. At 4A Games, we already do custom traversal, ray-caching, and use direct access to BLAS leaf triangles which would not be possible on PC.Not sure if we’d go for mesh shaders in the future as we are not that dependent on traditional vertex/primitive/raster processing anymore on recent architectures. Our current frames are only about 10% raster and 90% compute on PlayStation 5 and Xbox Series X. And raster pairs well with async compute.